ripatti

LD24

A little question

Hi there!

I don’t understand one point in contest rules. In the rules is written:

> Base code and personal code libraries are allowed, but should be declared and shared with the community prior to beginning your entry.

What is mean “your entry”? Is that start of contest or something else?

I just don’t want litter there by my own code before than theme will be known. Because I’ll not compete here if I’ll not like chosen theme.

Can I share my base code after than theme will be known? Or I must share it before that if I don’t want be disqualified?

Sorry my English.

Comments

24. Aug 2012 · 10:17 UTC
Simply zip your basecode and put it somewhere on the web (your website, dropbox, …). Then create a post on the Ludum Dare website with a link to your .zip file.
mfcrocker
24. Aug 2012 · 10:19 UTC
You have to share it before the kickoff in order to use it. If you don’t like the theme when all is said and done you can always delete the files/post (but really, share your engine, help people out and be a bro)
My Milked Eek
24. Aug 2012 · 10:49 UTC
Also, don’t back out if you don’t like the theme. That’s not cool.
ripatti
24. Aug 2012 · 11:37 UTC
Well, good, ok…

I’m in.

I’ll use:

Coding: C++, MSVS 2008 Express Edition, FLTK 1.3, DirectX9c

Graphic: Paint

Sound: PXTone, bfxr + some tools for converting from .wav into .mp3.

My base code here. It works only for Windows. I’ll use librares that placed in /core folder.

It also contains simple sample game. I created it in 3 hours (1 hour for music, I’m so slow musician =_=). So, it was some warmup for me. You can build the game from sources in /sample folder. You can just play it from /bin folder.

Now I’m going to sleep. Good luck for me tomorrow.

Results of the first day

name of project: Natural Selection: breeding by God.

an idea: You are a God. You have just water, minerals and sun light. You should create perfect life.

The game will be similar to games like Alchemia and Doodle God.

Today I drawn about 50 items and invented ways to creating them.

I think there will be a few of code. Tomorrow I’ll write it.

Done at the last hour!

Finally done! The game contains 4 (four) levels and 64  (sixty four) items for fusing. It also has cool music and sounds.

My entry is here.

Hey, guys, what is a Submission Hour? It mean that I can work one hour more? I didn’t add inly one feature, can I add it now?

Comments

26. Aug 2012 · 23:55 UTC
I’m afraid submission hour is just for submission: no features should be added. :) You can still modify your entry, if there’s a game crashing bug, though.

LD25

I’m in LD25

I’ll use same things that I used for LD24:

Coding: C++, MSVS 2008 Express Edition, FLTK 1.3, DirectX9c

Graphic: MSPaint

Sound: PXTone, bfxr + some tools for converting from .wav into .mp3.

Base code is same. You can find it here.

Good luck and have fun!

LD27

I’m in

Sorry for 10 minutes late, I builded base code pack =_=

Ok, it’s done and can be downloaded here.

Well, I’m in.

I’ll use C++.

IDE: Visual Studio 2008 Express Edition.

Libraries: FLTK, OpenGL, OpenAL.

For GFX: MSPaint, Gimp.

For SFX: PXTone, sfxr/Bfxr.

 

Initially I’ll write for Windows. After compo I’ll upload versions for Linux and Mac.

Flooded Dungeons – Almost done

I finushed the game but without sounds and music.

OMG: there is about 40Kb of code.

game_win 2013-08-26 03-17-59-75

game_win 2013-08-26 03-18-58-76

game_win 2013-08-26 03-21-14-56

game_win 2013-08-26 03-22-18-35

Okay, now I have 3 hours to make some sounds (not so hard) and some music (more hard)…

Flooded Dungeons – Finished!

Well, I made sounds and music in last hour. So, the game fully finished for 48 hour compo.

I don’t know about difficulty of the game. It became more harder after that I added monster attacks:D

I balanced it a bit. But anyway it’s just random. All that you need is good luck.

My record in the last version is the 37 floor. Can you beat it?

The entry can be found here.

Also I created small gameplay video:

And now I need to sleep =_=

Flooded Dungeons – Fixed versions for Windows and Mac

Hey, still didn’t try Flooded Dungeons?

It’s stressful dungeon crawler, where you should reach the next floor in 10 seconds. Okay, a bit more than 10 seconds.

Run through dungeons, collect gold, smash crates and monsters, buy items in shop, improve equipment, gain expirience and get level ups, heal yourself using potions, explode walls and enemies using boms, grill deeper as you can! But beware the water flow!

My own record is the 54th floor:

54

PLAY HERE

 

I have added fixed Windows version and Mac port.

Changes (in the Windows Fixed and Mac versions both):

  • New FPS limiter
  • Showing FPS in top of screen
  • Z/X/C -> A/S/D because of german keyboards

Please test Mac version of the game. I don’t have native machine with MacOSX and worked under VMWare.

I’m interesting about FPS on native MacOSX. If it’s about 57-60, all is OK. Otherwise please write your FPS in comments.

LD29

I’m in LD29

Hi there!

 

I’m in LD29. Hope the current theme will be interesting.

 

Language: C++, my base code can be found here.

IDE: Visual Studio 2008 Express Edition.

Libraries: FLTK, OpenGL, OpenAL, mpg123.

For GFX: MSPaint, Gimp.

For SFX: PXTone, sfxr/Bfxr.

 

After compo I’ll port the game for Linux and Mac.

LD29 Realtime Traffic Jam Simulation

That is MINI METRO SUBWAY TYCOON!

Added people in the town. Now there are 1000 people, every of them have home and his job and every day he travels from home to his job and back. And the most part of the travel these people are in huge traffic jam.

Now you can see how the traffic jams happen:

traffic_jam

Now I have to teach people use metro to shorten their routes. After that some simple economics and a lot of balance sould be done here.

Music and Sounds? 5 hours… Hmm… nevermind.

Comments

nilstastic
27. Apr 2014 · 18:00 UTC
Very cool, can’t wait to check out the final version. =)

Mini Metro Subway Tycoon – Done in the last hour

The Mini Metro Subway Tycoon is finished!

That is a game where you have to construct underground metro system to unload traffic jams on the surface. Features:

– Random Generated Town (Buildings, Roads, River)

– 1000 people travels to work and back to home

– Real Time Traffic Jam Simulation

– Powerful Tools To Constuct Your Own Metro Subway

game_win 2014-04-28 06-35-06-91

game_win 2014-04-28 06-35-23-01

game_win 2014-04-28 06-35-36-13

game_win 2014-04-28 06-36-46-86

Finished this madness in about 30 minutes before deadline. And spent about of a hour after that to clean folders, write readme, pack all into archive and submit entry.

That is madness because about 4 hours before end I had no idea how to implement one hard part of the game. But about 3 hours before end my subconscious brought me a nice solution and I fully implemented it in a hour.

Okay, 2 hours before end but I should implement here yet another big piece of code. Ideas of the not implemented parts were strictly simplified and were done in half of hour.

Good, now is time to taste it and… it’s playable and enjoyable! A hour of playing and balancing and I have not so bad game!

Bad news: No sounds:(

 

A link to the entry.

Mini Metro Subway Tycoon – Post Compo Version

Hi there! Just finished post compo version of Mini Merto Subway Tycoon where you construct your own metro system to unload traffic jams in the small city. In this version I have added all that planned for compo version, but had no time to add, and a bit more.

metro_post_compo 2014-05-08 13-35-11-87

metro_post_compo 2014-05-08 13-38-09-17

metro_post_compo 2014-05-08 13-39-21-36

metro_post_compo 2014-05-08 13-46-09-91

Full list of changes:

– Added beautiful music created by my friend Zuick.
– Sounds
– Added “Train Occupance Rate” Tab
Now you can see load of your metro subway lines.
– Changed economic model
Station costs $1000 and spends $40 per second if in use.
Line segment costs $100 and spends $8 per second in use.
Station/segment is in use if at least one route goes through it.
Every route going throuth metro system gives you $3 per second.
All info about your economic state you can see in the right panel:
Income = 3*routes_using_metro
Expense = 40*stations_in_use + 8*segments_in_use
Cashflow = Income – Expense
Changed initial amount of money to $10000.
Now you’ll get GAME OVER if your balance will be -$1000.
– Added Happiness parameter
Every of people calculates comfortable travel time between home and work.
This value depends linearly on distance between home and work.
If real travel time actually no more than this time, this man is happy.
Happiness parameter shows how many people are happy over all of them.
– Achievements
1. Well done! [complete game – get load less than 12]
2. Excellent! [get achievements 4, 5 and 6]
3. Brilliant! [get achievements 7, 8 and 9; almost impossible to get]
4. Optimizer [get load less than 11]
5. Richi Rich [earn $100000]
6. Santa Claus [get Happiness at least 95%]
7. Perfection [get load less than 10 (yes, sometimes it’s possible)]
8. Millionaire [earn $1000000 (not so hard, but really long)]
9. Messiah [get Happiness 100% (don’t know it’s possible to get it or not)]
– Clouds in main view mode.

PLAY HERE (and check compo version too!)

LD31

I’m in

Hi there!

 

Language: C++, my base code can be found here.

IDE: Visual Studio 2008 Express Edition.

Libraries: FLTK, OpenGL, OpenAL, mpg123.

For GFX: MSPaint, Gimp.

For SFX: PXTone, sfxr/Bfxr.

 

Dunno what to do with the unicode snowman

LD31 Day1 Progress

I’m inspired by this:

And this:

The idea is to draw on the screen whole world map and move over it small window with the current gameplay.

For the first day I have drawn about 70% of the world map from scratch using Paint, Adobe Kuler and Tiled Map Editor. Remaining 30% is not so long to do because almost all tiles are ready now.

mapxAs you can see, I’m going to make really compact Zelda clone. Still no one line of code, but I hope I’ll have time to finish it tomorrow because I have retained only a few game mechanics from the original Zelda. In the worst case I’ll finish it during Jam.

Now I’m going to sleep… Good night!

LD31 Day2 Progress

Goodbye Compo, Hello Jam!

It was not enough of time for me to finish my grandiose game, so I’m taking an extra day.

Today I have implemented:

– Moving with passable checks

– Teleporting between game areas

– Characters and dialogue system

A few gifs of the current progress:

loa1

loa2

loa3Dunno why gifs are accelerated… In the game it’s a bit slower.

LD31 Day3 Progress

Submitted the archive on the last minutes. Spent so many time for setting true initial state of the game (I changed it for testing to don’t walk from the beginning).

So, there is a small Zelda clone. Unfortunately it’s not finished, but playable enough. A cool dialogue-quest system is implemented and 2 temples of 3 are finished (you know – dungeons, keys, doors, switches, etc…). The 3rd temple is designed but I had no time to implement one interesting game mechanics and quest-chain to reach this temple. Maybe I’ll finish all that I planned as post compo version.

A few big gifs (click to see in full size):

loa_big2

loa_big3

loa_big4

Play and rate it here!

Small hint: if the game window is too small for your display or you cannot force your eyes to see small details – use Q to scale “gameplay” window.

LD32

I’m in!

I’ll use my standard tool set

Language: C++, my base code can be found here.

IDE: Visual Studio 2008 Express Edition.

Libraries: FLTK, OpenGL, OpenAL, mpg123.

For GFX: MSPaint, Gimp.

For SFX: PXTone, sfxr/Bfxr.

Possible I’ll use Tiled Editor and Bosca Seoil.

Also it’s possible (depending on the theme) I’ll drop all this and will use JS+HTML5+Canvas and will write all code from scratch. Unfortunately I’ll be a bit busy this weekend (because of really unexpected events), so this 48 hour compo actually will be 8-10 hours compo for me. But I hope I’ll have enough of time to make something minimalistic.

 

BTW, I’ve really improved my game from LD31 The Legend of Adlez: Knil’s Adventure. There is a small gameplay video:

Ludum Dare page of the game is here.

LD33

I’m in, again

My standard tool set

Language: C++, my base code can be found here.

IDE: Visual Studio 2008 Express Edition.

Libraries: FLTK, OpenGL, OpenAL, mpg123.

For GFX: MSPaint, Gimp.

For SFX: PXTone, sfxr/Bfxr.

Possible I’ll use Tiled Editor and Bosca Seoil.

Hope the theme will be interesting.

LD34

LD34 I’m in

Just copy my standard text about my standard toolset

Language: C++, my base code can be found here.

IDE: Visual Studio 2008 Express Edition.

Libraries: FLTK, OpenGL, OpenAL, mpg123.

For GFX: MSPaint, Gimp.

For SFX: PXTone, sfxr/Bfxr.

Possible I’ll use Tiled Editor and Bosca Seoil.

Hope the theme will be interesting.